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Post by bagheera on Nov 25, 2016 18:09:58 GMT
Hey everyone! I bought the GOTY version of DA:I a couple of days ago, and I haven't played it in a long time now. I see that the Trespasser DLC added some new things and so, so I was wondering if anyone ahd any advice on how I can build a good Mage. I was thinking of going to KE as I haven't tried it before. By the way, has the crafting system changed? Rebalanced or something? Now I don't know what options to look for when crafting stuff *Sighs*. Anyway, any help will be really appreciated
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Post by PapaCharlie9 on Nov 25, 2016 20:13:11 GMT
Here's a summary of changes added to the main game when Trespasser is installed: - The new DLC content, of course
- All active abilities have a second upgrade now, and you can toggle between them when outside of combat
- A ton of new gear has been added to the main game, mostly as rewards for War Table missions.
Apart from Trespasser, the main game was patched to add the following: - Tinting table in the Undercroft (finally) -- tint your armors as you like
- Storage chest in the Undercroft (finally) -- now you can stash the gear you can't bear to sell
- The Golden Nug -- collectibles can be synced to your player account in the cloud, so you can share schematics, seeds, decorations, etc. across characters. Once you farm a schematic, you never have to farm it again. Yay!
- Some of the skill trees have been tweaked. KE was nerfed, Necromancer buffed, warriors got a replacement Vanguard ability called Livid
- EDIT: I forgot about Sigils, which are like Runes for armor. And they are removable! So remove them before you sell gear.
- EDIT: I forgot about Trials. These are additional challenge settings that you add on top of the difficulty setting (Nightmare, Hard, Normal, Casual). You can ignore them for your first run, but consider adding one or more for your second run.
The nerf to KE was that Spirit Blade can no longer be spammed for full damage. It now has a charge counter that goes up to 100 as you do auto-attacks or other damage dealing abilities. Then each use of Spirit Blade depletes the count. Necro was buffed by the addition of Concentrated Detonation as an upgrade to Walking Bomb and by a new upgrade to Spirit Mark that turns the spirits into an auto-attacking laser gatling gun. Necro is now the highest damage dealing mage spec and can give non-optimal rogues a run for the money for peak damage. There are a ton of threads about Trespasser and Patch 10/11 changes archived here, check them out for more details about the above: fextralife.com/forums/t151453/what-combat-forum-posts-do-you-want-to-preserve-curated/
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Post by thats1evildude on Nov 25, 2016 21:21:07 GMT
A number of war table operations have new rewards now and Trials have been added that you can turn on to halve your XP or increase your challenge in different ways (like making it so potions only heal 1 point).
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Post by phoray on Nov 26, 2016 2:09:31 GMT
Here's a summary of changes added to the main game when Trespasser is installed: - The new DLC content, of course
- All active abilities have a second upgrade now, and you can toggle between them when outside of combat
I'm not sure what you're talking about. Maybe I've done this and I'm just not making the connection. ??
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Post by Gilli on Nov 26, 2016 2:53:21 GMT
Here's a summary of changes added to the main game when Trespasser is installed: - The new DLC content, of course
- All active abilities have a second upgrade now, and you can toggle between them when outside of combat
I'm not sure what you're talking about. Maybe I've done this and I'm just not making the connection. ?? He means that you can, for example: Upgrade Fade Step either to Frost Step, or Energizing Step or Upgrade Flank Attack either to Skirmisher, or Bleeding Flanks etc Also you can switch the upgrades if you don't like the one you chose without spending a skill point.
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bagheera
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Post by bagheera on Nov 26, 2016 14:43:08 GMT
THANKS! Thanks everyone for the advice, very useful indeed . So as I see it, I'll leave Hakkon and Descent for last to download while I play because I want to start the campaign right away! RIGHT. NOW. Something else I didn't ask and if you have time you can tell me, is the multi-player still used or has it died over this year?
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Post by Gilli on Nov 26, 2016 15:52:03 GMT
THANKS! Thanks everyone for the advice, very useful indeed . So as I see it, I'll leave Hakkon and Descent for last to download while I play because I want to start the campaign right away! RIGHT. NOW. Something else I didn't ask and if you have time you can tell me, is the multi-player still used or has it died over this year? Have fun Just be aware, you should play Descent and Jaws of Hakkon before you play Trespasser, because Trespasser is the Epilogue and you can't go back once you started that DLC. Multiplayer is still played by many people, just go to the Multiplayer Subforum and ask around, they're always happy to see new players.
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Post by PapaCharlie9 on Nov 26, 2016 20:16:08 GMT
bagheera, I forgot that Sigils were added with the last patch. They are like Runes for armor, but unlike runes they can be removed from gear and moved to other gear. I also forgot about Trials. These are new challenge settings you can add on top of the difficulty setting. You can ignore them for your first run, but if you do a second run, consider turning some of them on. I like using Even Ground and Grizzly End (I like hunting bears 3 or 4 at a time, bring em on!), and then later once I have specialized, I like to enable Take It Slow so I don't overlevel.
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bagheera
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Post by bagheera on Nov 28, 2016 1:27:58 GMT
bagheera, I forgot that Sigils were added with the last patch. They are like Runes for armor, but unlike runes they can be removed from gear and moved to other gear. I also forgot about Trials. These are new challenge settings you can add on top of the difficulty setting. You can ignore them for your first run, but if you do a second run, consider turning some of them on. I like using Even Ground and Grizzly End (I like hunting bears 3 or 4 at a time, bring em on!), and then later once I have specialized, I like to enable Take It Slow so I don't overlevel. Oh thanks! I was wondering what sigil s were, lol.
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Post by ProbeAway on Nov 28, 2016 21:47:46 GMT
To answer your original query re a KE build, I've found this to be pretty godlike (I still have another point to distribute): www.rpg-gaming.com/daisc.html?d=t&c=m&b=Mage%20-%20Inferno&t6=14569ab&t3=134579&t2=45789ac&t1=48bc&t0=1456c&a=00611422432a434531661765You can swap in a focus power for inmolate or winter's grasp in your active ability slots if you want. I originally had mark of the rift but I just found I was never using it on normal difficulty. You can also leave dispel and barrier to a support mage (Dorian, in my case) if you want, although I've found dispel useful to have on my character too. Remember that sigils have both good and bad attributes. Most of them aren't worth it but sigil of the bear is great on a KE.
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